<!DOCTYPE html>

<html lang="en">
<head>
	<meta charset="utf-8">
	<title>Phaser Source: src/geom/Point.js</title>

	<!--[if lt IE 9]>
	<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
	<![endif]-->

	<link type="text/css" rel="stylesheet" href="styles/default.css">

	<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">

	
	<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
	
</head>

<body>

<div class="container-fluid">
	<div class="navbar navbar-fixed-top navbar-inverse">
		<div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div>
		<div class="navbar-inner">
			<a class="brand" href="index.html">Phaser API</a>
			<ul class="nav">

				
				<li class="dropdown">
					<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
						class="caret"></b></a>

					<ul class="dropdown-menu ">
						
						<li class="class-depth-0">
							<a href="Phaser.html">Phaser</a>
						</li>
						
						<li class="class-depth-0">
							<a href="PIXI.html">PIXI</a>
						</li>
						

					</ul>
				</li>
				
				<li class="dropdown">
					<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
						class="caret"></b></a>

					<ul class="dropdown-menu ">
						
						<li class="class-depth-0">
							<a href="Event.html">Event</a>
						</li>
						
						<li class="class-depth-0">
							<a href="EventTarget.html">EventTarget</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Animation.html">Animation</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.AnimationManager.html">AnimationManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.AnimationParser.html">AnimationParser</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.ArraySet.html">ArraySet</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.AudioSprite.html">AudioSprite</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.BitmapData.html">BitmapData</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.BitmapText.html">BitmapText</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Bullet.html">Bullet</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Button.html">Button</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Cache.html">Cache</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Camera.html">Camera</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Canvas.html">Canvas</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Circle.html">Circle</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Color.html">Color</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Angle.html">Angle</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Animation.html">Animation</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.AutoCull.html">AutoCull</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Bounds.html">Bounds</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.BringToTop.html">BringToTop</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Core.html">Core</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Crop.html">Crop</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Delta.html">Delta</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Destroy.html">Destroy</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Health.html">Health</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.InCamera.html">InCamera</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.InWorld.html">InWorld</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Overlap.html">Overlap</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Reset.html">Reset</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Component.Smoothed.html">Smoothed</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Create.html">Create</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Creature.html">Creature</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Device.html">Device</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.DeviceButton.html">DeviceButton</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.DOM.html">DOM</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Easing.html">Easing</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Back.html">Back</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Bounce.html">Bounce</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Circular.html">Circular</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Cubic.html">Cubic</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Elastic.html">Elastic</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Exponential.html">Exponential</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Linear.html">Linear</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Quartic.html">Quartic</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Quintic.html">Quintic</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Ellipse.html">Ellipse</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Events.html">Events</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Filter.html">Filter</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.FlexGrid.html">FlexGrid</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.FlexLayer.html">FlexLayer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Frame.html">Frame</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.FrameData.html">FrameData</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Game.html">Game</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Gamepad.html">Gamepad</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Graphics.html">Graphics</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Group.html">Group</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Hermite.html">Hermite</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Image.html">Image</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.ImageCollection.html">ImageCollection</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Input.html">Input</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.InputHandler.html">InputHandler</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Key.html">Key</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Keyboard.html">Keyboard</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.KeyCode.html">KeyCode</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Line.html">Line</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.LinkedList.html">LinkedList</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Loader.html">Loader</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.LoaderParser.html">LoaderParser</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Math.html">Math</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Matrix.html">Matrix</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Mouse.html">Mouse</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.MSPointer.html">MSPointer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Net.html">Net</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Particle.html">Particle</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Particles.html">Particles</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Particles.Arcade.html">Arcade</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Path.html">Path</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.PathFollower.html">PathFollower</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.PathPoint.html">PathPoint</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Physics.html">Physics</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Physics.Arcade.html">Arcade</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.Arcade.Body.html">Body</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Physics.Ninja.html">Ninja</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.Ninja.Body.html">Body</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Physics.P2.html">P2</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.Body.html">Body</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.Material.html">Material</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
						</li>
						
						<li class="class-depth-3">
							<a href="Phaser.Physics.P2.Spring.html">Spring</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Plugin.html">Plugin</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Plugin.PathManager.html">PathManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.PluginManager.html">PluginManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Point.html">Point</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Pointer.html">Pointer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.PointerMode.html">PointerMode</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Polygon.html">Polygon</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.QuadTree.html">QuadTree</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Rectangle.html">Rectangle</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.RenderTexture.html">RenderTexture</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.RetroFont.html">RetroFont</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Rope.html">Rope</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.ScaleManager.html">ScaleManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Signal.html">Signal</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.SignalBinding.html">SignalBinding</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.SinglePad.html">SinglePad</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Sound.html">Sound</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.SoundManager.html">SoundManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Sprite.html">Sprite</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Stage.html">Stage</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.State.html">State</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.StateManager.html">StateManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Text.html">Text</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Tile.html">Tile</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Tilemap.html">Tilemap</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.TilemapParser.html">TilemapParser</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Tileset.html">Tileset</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.TileSprite.html">TileSprite</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Time.html">Time</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Timer.html">Timer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.TimerEvent.html">TimerEvent</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Touch.html">Touch</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Tween.html">Tween</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.TweenData.html">TweenData</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.TweenManager.html">TweenManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Utils.html">Utils</a>
						</li>
						
						<li class="class-depth-2">
							<a href="Phaser.Utils.Debug.html">Debug</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Video.html">Video</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.Weapon.html">Weapon</a>
						</li>
						
						<li class="class-depth-1">
							<a href="Phaser.World.html">World</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.BaseTexture.html">BaseTexture</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.CanvasPool.html">CanvasPool</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.EarCut.html">EarCut</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.Event.html">Event</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.EventTarget.html">EventTarget</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.FilterTexture.html">FilterTexture</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.Graphics.html">Graphics</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.GraphicsData.html">GraphicsData</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.PIXI.html">PIXI</a>
						</li>
						
						<li class="class-depth-2">
							<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.PixiShader.html">PixiShader</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.RenderTexture.html">RenderTexture</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.Rope.html">Rope</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.Sprite.html">Sprite</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.Strip.html">Strip</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.StripShader.html">StripShader</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.Texture.html">Texture</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.TilingSprite.html">TilingSprite</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
						</li>
						
						<li class="class-depth-1">
							<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
						</li>
						

					</ul>
				</li>
				
				<li class="dropdown">
					<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
						class="caret"></b></a>

					<ul class="dropdown-menu ">
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ANGLE_UP">ANGLE_UP</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#AUTO">AUTO</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#BITMAPDATA">BITMAPDATA</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#blendModes">blendModes</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#BUTTON">BUTTON</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#CANVAS">CANVAS</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#CENTER">CENTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#CIRCLE">CIRCLE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#CREATURE">CREATURE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#displayList">displayList</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#DOWN">DOWN</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ELLIPSE">ELLIPSE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#emit">emit</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#EMITTER">EMITTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#GAMES">GAMES</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#GRAPHICS">GRAPHICS</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#GROUP">GROUP</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#HEADLESS">HEADLESS</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#HORIZONTAL">HORIZONTAL</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#IMAGE">IMAGE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#LANDSCAPE">LANDSCAPE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#LEFT">LEFT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#LEFT_TOP">LEFT_TOP</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#LINE">LINE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#listeners">listeners</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#MATRIX">MATRIX</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#mixin">mixin</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#NONE">NONE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#off">off</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#on">on</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#once">once</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
						</li>
						
						<li class="class-depth-2">
							<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#POINT">POINT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#POINTER">POINTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#POLYGON">POLYGON</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#PORTRAIT">PORTRAIT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#RECTANGLE">RECTANGLE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#removeAllListeners">removeAllListeners</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#RETROFONT">RETROFONT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#RIGHT">RIGHT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ROPE">ROPE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#scaleModes">scaleModes</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#SPRITE">SPRITE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#stopPropagation">stopPropagation</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#TEXT">TEXT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#TILEMAP">TILEMAP</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#TILESPRITE">TILESPRITE</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#TOP_CENTER">TOP_CENTER</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#TOP_LEFT">TOP_LEFT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#UP">UP</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#VERSION">VERSION</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#VERTICAL">VERTICAL</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#VIDEO">VIDEO</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#WEBGL">WEBGL</a>
						</li>
						
						<li class="class-depth-0">
							<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
						</li>
						

					</ul>
				</li>
				

				<li class="dropdown">
					<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
					<ul class="dropdown-menu ">
						<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
						<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
						<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
						<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
						<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
						<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
						<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
						<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
						<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
						<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
						<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
						<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
					</ul>
				</li>

				<li class="dropdown">
					<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
					<ul class="dropdown-menu ">
						<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
						<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
						<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
						<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
						<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
						<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
						<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
						<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
						<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
						<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
						<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
						<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
						<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
						<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
						<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
						<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
						<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
						<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
						<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
					</ul>
				</li>

				<li class="dropdown">
					<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
					<ul class="dropdown-menu ">
						<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
						<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
						<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
						<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
						<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
						<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
						<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
						<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
					</ul>
				</li>

				<li class="dropdown">
					<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
					<ul class="dropdown-menu ">
						<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
						<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
						<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
						<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
						<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
						<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
						<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
						<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
						<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
						<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
					</ul>
				</li>

				<li class="dropdown">
					<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
					<ul class="dropdown-menu ">
						<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
						<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
						<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
						<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
						<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
						<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
						<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
						<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
					</ul>
				</li>

				<li class="dropdown">
					<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
					<ul class="dropdown-menu ">
						<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
						<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
						<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
						<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
						<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
						<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
						<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
						<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
						<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
						<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
						<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
						<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
					</ul>
				</li>

			</ul>
		</div>
	</div>

	<div class="row-fluid">

		
			<div class="span12">
				
				<div id="main">
					


		<h1 class="page-title">Source: src/geom/Point.js</h1>
    
    <section>
        <article>
            <pre class="sunlight-highlight-javascript linenums">/**
* @author       Richard Davey &lt;rich@photonstorm.com>
* @copyright    2016 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* A Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
* The following code creates a point at (0,0):
* `var myPoint = new Phaser.Point();`
* You can also use them as 2D Vectors and you'll find different vector related methods in this class.
* 
* @class Phaser.Point
* @constructor
* @param {number} [x=0] - The horizontal position of this Point.
* @param {number} [y=0] - The vertical position of this Point.
*/
Phaser.Point = function (x, y) {

    x = x || 0;
    y = y || 0;

    /**
    * @property {number} x - The x value of the point.
    */
    this.x = x;

    /**
    * @property {number} y - The y value of the point.
    */
    this.y = y;

    /**
    * @property {number} type - The const type of this object.
    * @readonly
    */
    this.type = Phaser.POINT;

};

Phaser.Point.prototype = {

    /**
    * Copies the x and y properties from any given object to this Point.
    *
    * @method Phaser.Point#copyFrom
    * @param {any} source - The object to copy from.
    * @return {Phaser.Point} This Point object.
    */
    copyFrom: function (source) {

        return this.setTo(source.x, source.y);

    },

    /**
    * Inverts the x and y values of this Point
    *
    * @method Phaser.Point#invert
    * @return {Phaser.Point} This Point object.
    */
    invert: function () {

        return this.setTo(this.y, this.x);

    },

    /**
    * Sets the `x` and `y` values of this Point object to the given values.
    * If you omit the `y` value then the `x` value will be applied to both, for example:
    * `Point.setTo(2)` is the same as `Point.setTo(2, 2)`
    *
    * @method Phaser.Point#setTo
    * @param {number} x - The horizontal value of this point.
    * @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
    * @return {Phaser.Point} This Point object. Useful for chaining method calls.
    */
    setTo: function (x, y) {

        this.x = x || 0;
        this.y = y || ( (y !== 0) ? this.x : 0 );

        return this;

    },

    /**
    * Sets the `x` and `y` values of this Point object to the given values.
    * If you omit the `y` value then the `x` value will be applied to both, for example:
    * `Point.set(2)` is the same as `Point.set(2, 2)`
    *
    * @method Phaser.Point#set
    * @param {number} x - The horizontal value of this point.
    * @param {number} [y] - The vertical value of this point. If not given the x value will be used in its place.
    * @return {Phaser.Point} This Point object. Useful for chaining method calls.
    */
    set: function (x, y) {

        this.x = x || 0;
        this.y = y || ( (y !== 0) ? this.x : 0 );

        return this;

    },

    /**
    * Adds the given x and y values to this Point.
    *
    * @method Phaser.Point#add
    * @param {number} x - The value to add to Point.x.
    * @param {number} y - The value to add to Point.y.
    * @return {Phaser.Point} This Point object. Useful for chaining method calls.
    */
    add: function (x, y) {

        this.x += x;
        this.y += y;
        return this;

    },

    /**
    * Subtracts the given x and y values from this Point.
    *
    * @method Phaser.Point#subtract
    * @param {number} x - The value to subtract from Point.x.
    * @param {number} y - The value to subtract from Point.y.
    * @return {Phaser.Point} This Point object. Useful for chaining method calls.
    */
    subtract: function (x, y) {

        this.x -= x;
        this.y -= y;
        return this;

    },

    /**
    * Multiplies Point.x and Point.y by the given x and y values. Sometimes known as `Scale`.
    *
    * @method Phaser.Point#multiply
    * @param {number} x - The value to multiply Point.x by.
    * @param {number} y - The value to multiply Point.x by.
    * @return {Phaser.Point} This Point object. Useful for chaining method calls.
    */
    multiply: function (x, y) {

        this.x *= x;
        this.y *= y;
        return this;

    },

    /**
    * Divides Point.x and Point.y by the given x and y values.
    *
    * @method Phaser.Point#divide
    * @param {number} x - The value to divide Point.x by.
    * @param {number} y - The value to divide Point.x by.
    * @return {Phaser.Point} This Point object. Useful for chaining method calls.
    */
    divide: function (x, y) {

        this.x /= x;
        this.y /= y;
        return this;

    },

    /**
    * Clamps the x value of this Point to be between the given min and max.
    *
    * @method Phaser.Point#clampX
    * @param {number} min - The minimum value to clamp this Point to.
    * @param {number} max - The maximum value to clamp this Point to.
    * @return {Phaser.Point} This Point object.
    */
    clampX: function (min, max) {

        this.x = Phaser.Math.clamp(this.x, min, max);
        return this;

    },

    /**
    * Clamps the y value of this Point to be between the given min and max
    *
    * @method Phaser.Point#clampY
    * @param {number} min - The minimum value to clamp this Point to.
    * @param {number} max - The maximum value to clamp this Point to.
    * @return {Phaser.Point} This Point object.
    */
    clampY: function (min, max) {

        this.y = Phaser.Math.clamp(this.y, min, max);
        return this;

    },

    /**
    * Clamps this Point object values to be between the given min and max.
    *
    * @method Phaser.Point#clamp
    * @param {number} min - The minimum value to clamp this Point to.
    * @param {number} max - The maximum value to clamp this Point to.
    * @return {Phaser.Point} This Point object.
    */
    clamp: function (min, max) {

        this.x = Phaser.Math.clamp(this.x, min, max);
        this.y = Phaser.Math.clamp(this.y, min, max);
        return this;

    },

    /**
    * Creates a copy of the given Point.
    *
    * @method Phaser.Point#clone
    * @param {Phaser.Point} [output] Optional Point object. If given the values will be set into this object, otherwise a brand new Point object will be created and returned.
    * @return {Phaser.Point} The new Point object.
    */
    clone: function (output) {

        if (output === undefined || output === null)
        {
            output = new Phaser.Point(this.x, this.y);
        }
        else
        {
            output.setTo(this.x, this.y);
        }

        return output;

    },

    /**
    * Copies the x and y properties from this Point to any given object.
    *
    * @method Phaser.Point#copyTo
    * @param {any} dest - The object to copy to.
    * @return {object} The dest object.
    */
    copyTo: function (dest) {

        dest.x = this.x;
        dest.y = this.y;

        return dest;

    },

    /**
    * Returns the distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties)
    *
    * @method Phaser.Point#distance
    * @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
    * @param {boolean} [round] - Round the distance to the nearest integer (default false).
    * @return {number} The distance between this Point object and the destination Point object.
    */
    distance: function (dest, round) {

        return Phaser.Point.distance(this, dest, round);

    },

    /**
    * Determines whether the given objects x/y values are equal to this Point object.
    *
    * @method Phaser.Point#equals
    * @param {Phaser.Point|any} a - The object to compare with this Point.
    * @return {boolean} A value of true if the x and y points are equal, otherwise false.
    */
    equals: function (a) {

        return (a.x === this.x &amp;&amp; a.y === this.y);

    },

    /**
    * Returns the angle between this Point object and another object with public x and y properties.
    *
    * @method Phaser.Point#angle
    * @param {Phaser.Point|any} a - The object to get the angle from this Point to.
    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
    * @return {number} The angle between the two objects.
    */
    angle: function (a, asDegrees) {

        if (asDegrees === undefined) { asDegrees = false; }

        if (asDegrees)
        {
            return Phaser.Math.radToDeg(Math.atan2(a.y - this.y, a.x - this.x));
        }
        else
        {
            return Math.atan2(a.y - this.y, a.x - this.x);
        }

    },

    /**
    * Rotates this Point around the x/y coordinates given to the desired angle.
    *
    * @method Phaser.Point#rotate
    * @param {number} x - The x coordinate of the anchor point.
    * @param {number} y - The y coordinate of the anchor point.
    * @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point to.
    * @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
    * @param {number} [distance] - An optional distance constraint between the Point and the anchor.
    * @return {Phaser.Point} The modified point object.
    */
    rotate: function (x, y, angle, asDegrees, distance) {

        return Phaser.Point.rotate(this, x, y, angle, asDegrees, distance);

    },

    /**
    * Calculates the length of the Point object.
    *
    * @method Phaser.Point#getMagnitude
    * @return {number} The length of the Point.
    */
    getMagnitude: function () {

        return Math.sqrt((this.x * this.x) + (this.y * this.y));

    },

    /**
    * Calculates the length squared of the Point object.
    *
    * @method Phaser.Point#getMagnitudeSq
    * @return {number} The length ^ 2 of the Point.
    */
    getMagnitudeSq: function () {

        return (this.x * this.x) + (this.y * this.y);

    },

    /**
    * Alters the length of the Point without changing the direction.
    *
    * @method Phaser.Point#setMagnitude
    * @param {number} magnitude - The desired magnitude of the resulting Point.
    * @return {Phaser.Point} This Point object.
    */
    setMagnitude: function (magnitude) {

        return this.normalize().multiply(magnitude, magnitude);

    },

    /**
    * Alters the Point object so that its length is 1, but it retains the same direction.
    *
    * @method Phaser.Point#normalize
    * @return {Phaser.Point} This Point object.
    */
    normalize: function () {

        if (!this.isZero())
        {
            var m = this.getMagnitude();
            this.x /= m;
            this.y /= m;
        }

        return this;

    },

    /**
    * Determine if this point is at 0,0.
    *
    * @method Phaser.Point#isZero
    * @return {boolean} True if this Point is 0,0, otherwise false.
    */
    isZero: function () {

        return (this.x === 0 &amp;&amp; this.y === 0);

    },

    /**
    * The dot product of this and another Point object.
    * 
    * @method Phaser.Point#dot
    * @param {Phaser.Point} a - The Point object to get the dot product combined with this Point.
    * @return {number} The result.
    */
    dot: function (a) {

        return ((this.x * a.x) + (this.y * a.y));

    },

    /**
    * The cross product of this and another Point object.
    * 
    * @method Phaser.Point#cross
    * @param {Phaser.Point} a - The Point object to get the cross product combined with this Point.
    * @return {number} The result.
    */
    cross: function (a) {

        return ((this.x * a.y) - (this.y * a.x));

    },

    /**
    * Make this Point perpendicular (90 degrees rotation)
    * 
    * @method Phaser.Point#perp
    * @return {Phaser.Point} This Point object.
    */
    perp: function () {

        return this.setTo(-this.y, this.x);

    },

    /**
    * Make this Point perpendicular (-90 degrees rotation)
    * 
    * @method Phaser.Point#rperp
    * @return {Phaser.Point} This Point object.
    */
    rperp: function () {

        return this.setTo(this.y, -this.x);

    },

    /**
    * Right-hand normalize (make unit length) this Point.
    *
    * @method Phaser.Point#normalRightHand
    * @return {Phaser.Point} This Point object.
    */
    normalRightHand: function () {

        return this.setTo(this.y * -1, this.x);

    },

    /**
    * Math.floor() both the x and y properties of this Point.
    *
    * @method Phaser.Point#floor
    * @return {Phaser.Point} This Point object.
    */
    floor: function () {

        return this.setTo(Math.floor(this.x), Math.floor(this.y));

    },

    /**
    * Math.ceil() both the x and y properties of this Point.
    *
    * @method Phaser.Point#ceil
    * @return {Phaser.Point} This Point object.
    */
    ceil: function () {

        return this.setTo(Math.ceil(this.x), Math.ceil(this.y));

    },

    /**
    * Returns a string representation of this object.
    *
    * @method Phaser.Point#toString
    * @return {string} A string representation of the instance.
    */
    toString: function () {

        return '[{Point (x=' + this.x + ' y=' + this.y + ')}]';

    }

};

Phaser.Point.prototype.constructor = Phaser.Point;

/**
* Adds the coordinates of two points together to create a new point.
*
* @method Phaser.Point.add
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.add = function (a, b, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    out.x = a.x + b.x;
    out.y = a.y + b.y;

    return out;

};

/**
* Subtracts the coordinates of two points to create a new point.
*
* @method Phaser.Point.subtract
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.subtract = function (a, b, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    out.x = a.x - b.x;
    out.y = a.y - b.y;

    return out;

};

/**
* Multiplies the coordinates of two points to create a new point.
*
* @method Phaser.Point.multiply
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.multiply = function (a, b, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    out.x = a.x * b.x;
    out.y = a.y * b.y;

    return out;

};

/**
* Divides the coordinates of two points to create a new point.
*
* @method Phaser.Point.divide
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.divide = function (a, b, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    out.x = a.x / b.x;
    out.y = a.y / b.y;

    return out;

};

/**
* Determines whether the two given Point objects are equal. They are considered equal if they have the same x and y values.
*
* @method Phaser.Point.equals
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @return {boolean} A value of true if the Points are equal, otherwise false.
*/
Phaser.Point.equals = function (a, b) {

    return (a.x === b.x &amp;&amp; a.y === b.y);

};

/**
* Returns the angle between two Point objects.
*
* @method Phaser.Point.angle
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @return {number} The angle between the two Points.
*/
Phaser.Point.angle = function (a, b) {

    // return Math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y);
    return Math.atan2(a.y - b.y, a.x - b.x);

};

/**
* Creates a negative Point.
*
* @method Phaser.Point.negative
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.negative = function (a, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    return out.setTo(-a.x, -a.y);

};

/**
* Adds two 2D Points together and multiplies the result by the given scalar.
* 
* @method Phaser.Point.multiplyAdd
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {number} s - The scaling value.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.multiplyAdd = function (a, b, s, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    return out.setTo(a.x + b.x * s, a.y + b.y * s);

};

/**
* Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.
* 
* @method Phaser.Point.interpolate
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {number} f - The level of interpolation between the two points. Indicates where the new point will be, along the line between pt1 and pt2. If f=1, pt1 is returned; if f=0, pt2 is returned.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.interpolate = function (a, b, f, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    return out.setTo(a.x + (b.x - a.x) * f, a.y + (b.y - a.y) * f);

};

/**
* Return a perpendicular vector (90 degrees rotation)
*
* @method Phaser.Point.perp
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.perp = function (a, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    return out.setTo(-a.y, a.x);

};

/**
* Return a perpendicular vector (-90 degrees rotation)
*
* @method Phaser.Point.rperp
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.rperp = function (a, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    return out.setTo(a.y, -a.x);

};

/**
* Returns the euclidian distance of this Point object to the given object (can be a Circle, Point or anything with x/y properties).
*
* @method Phaser.Point.distance
* @param {object} a - The target object. Must have visible x and y properties that represent the center of the object.
* @param {object} b - The target object. Must have visible x and y properties that represent the center of the object.
* @param {boolean} [round=false] - Round the distance to the nearest integer.
* @return {number} The distance between this Point object and the destination Point object.
*/
Phaser.Point.distance = function (a, b, round) {

    var distance = Phaser.Math.distance(a.x, a.y, b.x, b.y);
    return round ? Math.round(distance) : distance;

};

/**
* Project two Points onto another Point.
* 
* @method Phaser.Point.project
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.project = function (a, b, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    var amt = a.dot(b) / b.getMagnitudeSq();

    if (amt !== 0)
    {
        out.setTo(amt * b.x, amt * b.y);
    }

    return out;

};

/**
* Project two Points onto a Point of unit length.
* 
* @method Phaser.Point.projectUnit
* @param {Phaser.Point} a - The first Point object.
* @param {Phaser.Point} b - The second Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.projectUnit = function (a, b, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    var amt = a.dot(b);

    if (amt !== 0)
    {
        out.setTo(amt * b.x, amt * b.y);
    }

    return out;

};

/**
* Right-hand normalize (make unit length) a Point.
*
* @method Phaser.Point.normalRightHand
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.normalRightHand = function (a, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    return out.setTo(a.y * -1, a.x);

};

/**
* Normalize (make unit length) a Point.
*
* @method Phaser.Point.normalize
* @param {Phaser.Point} a - The Point object.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.normalize = function (a, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    var m = a.getMagnitude();

    if (m !== 0)
    {
        out.setTo(a.x / m, a.y / m);
    }

    return out;

};

/**
* Rotates a Point object, or any object with exposed x/y properties, around the given coordinates by
* the angle specified. If the angle between the point and coordinates was 45 deg and the angle argument
* is 45 deg then the resulting angle will be 90 deg, as the angle argument is added to the current angle.
*
* The distance allows you to specify a distance constraint for the rotation between the point and the 
* coordinates. If none is given the distance between the two is calculated and used.
*
* @method Phaser.Point.rotate
* @param {Phaser.Point} a - The Point object to rotate.
* @param {number} x - The x coordinate of the anchor point
* @param {number} y - The y coordinate of the anchor point
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the Point by.
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
* @param {number} [distance] - An optional distance constraint between the Point and the anchor.
* @return {Phaser.Point} The modified point object.
*/
Phaser.Point.rotate = function (a, x, y, angle, asDegrees, distance) {

    if (asDegrees) { angle = Phaser.Math.degToRad(angle); }

    if (distance === undefined)
    {
        a.subtract(x, y);

        var s = Math.sin(angle);
        var c = Math.cos(angle);

        var tx = c * a.x - s * a.y;
        var ty = s * a.x + c * a.y;

        a.x = tx + x;
        a.y = ty + y;
    }
    else
    {
        var t = angle + Math.atan2(a.y - y, a.x - x);
        a.x = x + distance * Math.cos(t);
        a.y = y + distance * Math.sin(t);
    }

    return a;

};

/**
* Calculates centroid (or midpoint) from an array of points. If only one point is provided, that point is returned.
*
* @method Phaser.Point.centroid
* @param {Phaser.Point[]} points - The array of one or more points.
* @param {Phaser.Point} [out] - Optional Point to store the value in, if not supplied a new Point object will be created.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.centroid = function (points, out) {

    if (out === undefined) { out = new Phaser.Point(); }

    if (Object.prototype.toString.call(points) !== '[object Array]')
    {
        throw new Error("Phaser.Point. Parameter 'points' must be an array");
    }

    var pointslength = points.length;

    if (pointslength &lt; 1)
    {
        throw new Error("Phaser.Point. Parameter 'points' array must not be empty");
    }

    if (pointslength === 1)
    {
        out.copyFrom(points[0]);
        return out;
    }

    for (var i = 0; i &lt; pointslength; i++)
    {
        Phaser.Point.add(out, points[i], out);
    }

    out.divide(pointslength, pointslength);

    return out;

};

/**
* Parses an object for x and/or y properties and returns a new Phaser.Point with matching values.
* If the object doesn't contain those properties a Point with x/y of zero will be returned.
*
* @method Phaser.Point.parse
* @static
* @param {object} obj - The object to parse.
* @param {string} [xProp='x'] - The property used to set the Point.x value.
* @param {string} [yProp='y'] - The property used to set the Point.y value.
* @return {Phaser.Point} The new Point object.
*/
Phaser.Point.parse = function(obj, xProp, yProp) {

    xProp = xProp || 'x';
    yProp = yProp || 'y';

    var point = new Phaser.Point();

    if (obj[xProp])
    {
        point.x = parseInt(obj[xProp], 10);
    }

    if (obj[yProp])
    {
        point.y = parseInt(obj[yProp], 10);
    }

    return point;

};

//   Because PIXI uses its own Point, we'll replace it with ours to avoid duplicating code or confusion.
PIXI.Point = Phaser.Point;
</pre>
        </article>
    </section>





				</div>

				<div class="clearfix"></div>
				<footer>
					
					
		<span class="copyright">
		Phaser Copyright © 2012-2016 Photon Storm Ltd.
		</span>
					<br />
					
		<span class="jsdoc-message">
		Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
		on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
		</span>
				</footer>
			</div>

			
			<br clear="both">
		</div>

	</div>
	<script src="scripts/sunlight.js"></script>
	<script src="scripts/sunlight.javascript.js"></script>
	<script src="scripts/sunlight-plugin.doclinks.js"></script>
	<script src="scripts/sunlight-plugin.linenumbers.js"></script>
	<script src="scripts/sunlight-plugin.menu.js"></script>
	<script src="scripts/jquery.min.js"></script>
	<script src="scripts/jquery.scrollTo.js"></script>
	<script src="scripts/jquery.localScroll.js"></script>
	<script src="scripts/bootstrap-dropdown.js"></script>
	<script src="scripts/toc.js"></script>

	<script>  Sunlight.highlightAll({lineNumbers:true,  showMenu: true, enableDoclinks :true}); </script>

	<script>
		$( function () {
			$( "#toc" ).toc( {
				anchorName  : function(i, heading, prefix) {
					return $(heading).attr("id") || ( prefix + i );
				},
				selectors   : "h1,h2,h3,h4",
				showAndHide : false,
				scrollTo    : 60
			} );
			$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
			$( "#main span[id^='toc']" ).addClass( "toc-shim" );

		} );
	</script>

	

</body>
</html>
